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But again in the field areas you look at large field and don't lose as much frame rates...
The correlations? Particle effects, there are a tremendous amount of fog in some worlds or many reflections, it may be calculating them even though you can't see them.
The sci fi alien space world for instance has the most frame drop due to excessive fog, and in the dungeons the use of fog amps up 2 folds.
I think for the Fae world, its mainly a ton of reflection and water effects.
I have a Ryzen 5800X3D which is good for gaming cpu wise, and a 7900 XTX for GPU and 64GB of 3200mhz DDR4, which shouldn't be any form of bottleneck.
But I also suspect the strain to be on the Oodles decompression technology because some users posted error codes that mentions it. There is a 22GB and 40GB PAK file in the game folder and the game needs to unpack them into RAM or VRAM for use ingame...
This is why I hate how AAA market games or even AA tier ones, all pack compressed files that is encrypted and locked from access and requires the program to decrypt and decompress using your hardware while playing the game.
Its a waste of time.
Neither do the devs of this game aparently.
Nope, it doesn't have it.
A lot of the time spent is probably hiring the staff, then planning and designing, and they cut out time spent for QA because they wanna keep their bonuses. So they likely may hire a QA company who makes them sign a NDA and screw them with slow as hell progress.
They refresh and reuse a lot of older mechanics and animations since it more efficient, so chances are they simply spent more time on art and training their staff for UE5 implementation, but they didn't master it in time (a company game dev isn't the same as a hobbyist who plays with UE5 for years on end).
Cana a game have Denuvo but not listed as having Denuvo?